table.insert(itemActions,
	function(item, action)
		-- MAGIC/RARE assassin claws
		-- see: dir .. "readme.txt" for information regarding these variables
		local priority = 5
		local identify = true
		local dump = true

		if not (item.baseItem.baseType.Type == ItemKind.HandToHand2 and
				(item.quality == ItemQuality.Magic or item.quality == ItemQuality.Rare)) then
			return false
		elseif action == aPICK and (not item.flags.Identified or isGoodMagicRareClaw(item)) then
			return priority
		elseif action == aIDENT then
			return identify
		elseif action == aSELL and item.flags.Identified and not isGoodMagicRareClaw(item) then
			return true
		elseif action == aDUMP and item.flags.Identified and not isGoodMagicRareClaw(item) then
			return dump
		end

		return false
	end
)

function isGoodMagicRareClaw(item)
	local ls, assa, trap, venom, shadow, fools, ias = 0, 0, 0, 0, 0, false, false
	
	for i = 0, item.mods:size() - 1 do
		if (item.mods[i].Stat.Type == StatType.SingleSkill) then
			if (item.mods[i].Skill == SkillType.LightningSentry) then
				ls = item.mods[i].Value
			elseif (item.mods[i].Skill == SkillType.Venom) then
				venom = item.mods[i].Value
			end
		elseif (item.mods[i].Stat.Type == StatType.ClassSkillsBonus) then
			assa = item.mods[i].Value
		elseif (item.mods[i].Stat.Type == StatType.SkillTabBonus) then
			if (item.mods[i].Tab == SkillTab.Traps) then
				trap=item.mods[i].Value
			elseif (item.mods[i].Tab == SkillTab.ShadowDisciplines) then
				shadow=item.mods[i].Value
			end
		elseif (item.mods[i].Stat.Type == StatType.ToHitPerLevel) then
			fools = true
		elseif (item.mods[i].Stat.Type == StatType.FasterAttackRate) then
			ias = true
		end
	end
	
	return (
				( (ls + assa + trap + shadow) >= 5) or -- 5-6 ls claw
				( (venom + assa + shadow) >= 5) or -- 5-6 venom claw
				( (fools and ias ) ) -- fools claw
				
			)
end
